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Messages - Micha

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1
Discussion / Re: Best Arena Battle
« on: November 19, 2017, 08:59:13 PM »
Yeah the battle arena seems bugged^^
Maybe it would be better to just spawn fewer but stronger enemies :)

It just keeps spawning even if there is no room left ^^

2
Bugs / Re: Cannot permanently scrap weapons?
« on: November 19, 2017, 08:57:19 PM »
Good to know, will fix this :)

3
Bugs / Re: Infinite placement range
« on: November 19, 2017, 10:28:42 AM »
Thanks for reporting :)

4
Discussion / Re: Is there a Suggestions/Wishlist Subforum?
« on: November 18, 2017, 10:14:38 PM »
Yes please use the feedback section :)

5
Discussion / Re: Catch me if you can ! (sumo challenge)
« on: November 18, 2017, 05:49:03 PM »
That
We need some more sensors so you can detect in which direction you are pushed and fight back :) Maye also an outer wall of the sumo ring to make distance sensors useable for that.
Give the gravity sensor a special-case use so that while in a sumo ring, the center of the ring is considered the center of gravity.  That'll let you use gravity sensors as they currently exist to help control sumobots.

That is already the case :)

6
Discussion / Re: Catch me if you can ! (sumo challenge)
« on: November 18, 2017, 09:40:36 AM »
We need some more sensors so you can detect in which direction you are pushed and fight back :) Maye also an outer wall of the sumo ring to make distance sensors useable for that.

7
Bugs / Re: unlimited ressources
« on: November 17, 2017, 06:20:27 PM »
Thanks ^^ Will fix this next time. :)

8
Feedback / Re: Some questions and feedback about planets.
« on: November 16, 2017, 10:49:33 PM »
Great Ideas :) We sure want to make the planets more dynamic and allow more interesting gameplay.
Regeneration or creation of landscape should already be possible with the current technology, same goes for different minerals with different strengths and properties.


9
Bugs / Re: Nimbatus doesn't launch on Linux
« on: November 16, 2017, 10:44:18 PM »
Maybe you just have to mark it as an executable in order for it to launch.
I'll test it on an Ubuntu tomorrow

10
Discussion / Re: Kickstarter tier's
« on: November 16, 2017, 10:09:51 AM »
The Alpha will be done on steam so you will get 1 key, but a few months before the release. During the alpha you can test some experimental things and vote for new features before we launch early access :)

11
Feedback / Re: Logic gate (pls add "Strings")
« on: November 16, 2017, 10:06:26 AM »
We are thinking about a solution for the key assignment restrictions when using sensors and logic parts.

But if you build multiple towers with the same logic, just use logic splitters so they don't interfere with each other when using the same keys. This also allows you to copy / paste the towers and their logic without reassigning keys :)

12
Feedback / Re: Part Rotation by key presses and revisiting help screen
« on: November 15, 2017, 06:10:19 PM »
You can rotate the parts with , and .
Also there is a little ? Button at the top left that opens the Help menu :)

13
Discussion / Re: Unofficial Wiki
« on: November 15, 2017, 12:19:13 PM »
Cool :D

14
Feedback / Re: The game is awesom
« on: November 15, 2017, 12:18:44 PM »
Thanks :)
Yes that will be fixed in the next demo update :)

15
Discussion / Re: How to handle floppiness
« on: November 13, 2017, 11:25:14 PM »
I had an earlier build where you could freely connect all parts with each other.
It made the drones more stable, however it introduced a pretty decent hidden cost.
Each connection adds a new joint for the physics engine to calculate. So this increases the amount of joints exponentially and therefore has a huge performance impact for a small stability gain.

I remember the computational cost of the Red Rising games, with their fully destructible structures that computed structural support and stress.  I kind of assumed this was an issue here too, but I didn't know. 

Closing a circle . . . well, it would help.  You could enclose the outer hull.  But that outer hull would still be a floppy sack.

What about just fusing structural blocks that are adjacent into a single block?  That way you could make a spine of structural blocks, and could connect to points other than the center - but the structural blocks themselves would act as a single rigid body.  (Until they start getting destroyed, that is.)  You could forge a skeleton that would be able to anchor the whole ship.

Yes a fixed spine could help. I think the best way to proceed is to just experiment and try it out during Alpha :)

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